• Advertisement
  • Popular Tags

  • Popular Now

  • Advertisement
  • Similar Content

    • By Pixelated_Nate
      Hello all!
      I'm currently designing a 2D, Puzzle/Action RPG, in a similar vein to Legend of Zelda: Link to The Past, in Unity and require a Programmer partner in which to work with me.
      The project, yet to be titled, will feature:
      A semi-open world, represented through pixel art, in which the player traverses to enter dungeons and advance the story. A handful of side-quests that require memorizing details and using puzzle-mechanics. A fast-paced, melee combat system that will include dodging, blocking and utilizing four different attack types that can be switched on the fly. A simple inventory of "Key Items" to be used in order to advance the story. Day & Night system and Weather Effects, with weather effecting combat.  A very simple Dialogue System to convey information via colored text. Saving/Loading via exporting and importing a physical save file. Majority of the project is already planned out, with plans to release commercially and splitting the profits equally among the two of us. 
      I would request that the applicant is able to work semi-independently, following an outline, and that they have experience in both C# programming  *and* putting those scripts to use inside Unity, whilst I will be creating the Art, Music/SFX and doing Level Design (Though if you are also comfortable in assisting me with these, I wouldn't be opposed.).
      Work will be shared in either Github or Unity Collab (Applicants preference), with communication done via Discord. 
      For more information and to apply, please contact me at nathan.jenkins1012@gmail.com
      Thanks for reading! 
    • By Just4lol
      I'm looking for my dream teammate(s) to help me work on my Unity game. I still dont know where Im going with that project but I want to make a good final product that I would be able to sell or publish it for free on Steam.  Here a video of the prototype (The only thing I dint made is the skybox) https://www.youtube.com/watch?v=y2Otmt9jRkc
      My discord : Just4lol#46982
      I want somone at least as competent as me : 
      - I want somone with at least one year of experience in Unity (already worked with scriptable object and know oop).
      - Already worked with shaders or can do editors tools is a plus.
      - Can do 3d models in Blender or can do 2d art for the ui or particles effects.
      - Can make soundtracks or sound effects a bonus.
      Im a french Canadian so mind my english I will do my best to edit any errors I see. 
    • By Damnwing0405
      I am looking for talents to form a team of making a strategy base action game. Talents I am currently looking for are : -
      (I) Unity programmer (mobile)
      (II) Game designer
      (III) 3d Artist
      (IV) SFX Artist
      The attachment is some game concept for the game. All the concept will be turn into 3d or card form. The game will be strategy game where the players can form their own team and control the units in the battle field real time to fight against each others.  If you are interested to know more details please pm me or send an email to damnwing0405@gmail.com

    • By bsudheer
      Leap Leap Leap! is a fast-paced, endless running game where you leap from rooftop to rooftop in a computer simulated world.

      This is a free run game and get excited by this fabulous computer simulated world of skyscrapers and surreal colors in parallax effect. On your way, collect cubes and revival points as many as you can to make a long run.

      Features of Leap Leap Leap:
      -Option of two themes: Black or White.
      -Simple one touch gameplay.
      -Attractive art.
      -Effective use of parallax.
      To Download the game:
      Playstore: https://play.google.com/store/apps/details?id=com.avakaigames.leap
      Appstore: https://itunes.apple.com/us/app/leap-leap-leap/id683764406?mt=8

    • By BillyGD

      Play Flick Football 3D @ https://gamejolt.com/games/flickfootball3d/326078
      Check out our Facebook page @ https://www.facebook.com/FlickFootball3D/
      Flick Football 3D is a turn based football game inspired by the table top classic 'Subbuteo'.
      The game is currently in very early Alpha development. There is still a lot to be done before the first proper release but I have decided to release this playable version to get as much feedback as possible.
      The only game mode currently available in this release is the 'Practice Mode' which gives you control of both teams. Either play against yourself to get used to how the game works or play against friends and family on the same computer!
      Planned Future Features Include:
      -Take control of your own custom team in the single player campaign.
      -Play in online leagues and tournaments against other players in the multiplayer mode.
      -Fully customisable stadiums to make you stand out from the rest of the players.
      -Improve your players stats and skills by playing matches and setting up training sessions.
      Flick Football 3D is available for Windows, Mac and Browser.
      Thank you for viewing my game, all feedback is greatly appreciated. I can be contacted at; BillyGDev@outlook.com
      'Flick Football 3D' is also the development name for the game and I haven't yet decided what the full release will be called, so if you have any ideas please drop me a message!
  • Advertisement
  • Advertisement
Sign in to follow this  

Unity Asset format support (esp. for all you development kit users out there)

This topic is 2200 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I'm not working on a big engine or anything, but it nevertheless is an engine that comes with its own editor. So far I've been ignoring proper asset format support - if needed, static geometry can be imported via obj files, which are simple and effective to handle. The imported meshes are then stored in a proprietary format.

However, I'm looking for the best extensible solution that wouldn't be awkward or foreign to use for people that already have experience with industry standard suites. I need to have support for animated geometry and character animation roughly with the same kind of complexity that obj support is for static meshes and md5 support is for models.

I've been doing some digging and it seems that for instance UDK has settled on fbx being their standard format. Unity as well seems to be going roughly in the same direction.

Now, since I've never really used fbx before for anything myself and since it's a closed format, I'm not sure whether it's the best solution for a small-scale application such as my own. As such, I'd like to get some feedback from people who do have this experience or who can suggest the most convenient/effective workflow from both the artistic side as well as the programming side.

So yeah - suggestions and thoughts are welcome! :)

Share this post

Link to post
Share on other sites
I don't know how experienced you are, but you can always roll your own. Obviously this will take extra time as you need to support both the importing and exporting of the models.

If you don't mind adding a library to your project, you can look at assimp which supports a good range of different formats. If you don't want to rely on a library you can perhaps check out Collada, I personally don't like it at all, but it gets the job done.

Share this post

Link to post
Share on other sites
Personally I'm building my 'content pipeline' around FBX; most if not all modelers export to it, the SDK is one download no mucking about with external libs, is pretty well documented and pretty much does what you need 'out of the box'.

I'd start with code which imports a simple series of test models first and then expand and refactor as required going forward.

Share this post

Link to post
Share on other sites
It seems this is a VERY common question/problem. If you would like you can check out my topic if you haven't already: http://www.gamedev.net/topic/621731-3d-model-loading-choices/
Basically either you can use assimp like Reloadead_ suggested, or you can make your own. The latter seems to be the preferred solution. It's faster, easier (to read/write), smaller (file size), more convenient, more professional, and more secure. But the former does have its own advantages.

Share this post

Link to post
Xarles; you are convoluting two aspects here.

The OP is talking about having an editor and being able to import existing models in an interchange format into the editor; at a later point these models will be converted into the runtime asset.

This is a good approach as it allows you to work "directly" with the art package output in the editor where assets are likely to change often before doing a 'data build' to reduce the required assets down to 'run time' formats which can be quickly loaded.

Our pipeline at work works along those lines;

Artist work flow is;
[max] -> {output to custom 'interchange' format} -> [world editor]

Game data flow is;
{custom interchange format} -> [pipeline] -> {run time formats/files}

The former can be done in a matter of seconds and allows for quick reloads, the later can take a few minutes (depending on data pipeline work load) but loads quickly 'in game'.

Share this post

Link to post
Share on other sites

Personally I'm building my 'content pipeline' around FBX; most if not all modelers export to it, the SDK is one download no mucking about with external libs, is pretty well documented and pretty much does what you need 'out of the box'.

I'd start with code which imports a simple series of test models first and then expand and refactor as required going forward.

This is actually precisely the kind of feedback I was looking for. I was simply mildly concerned there might be some caveats regarding fbx (in terms of whatever from licensing to integration). Thank you!

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement